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i take it you are a new player. food processors are possable but bring a dliema.when you are a new player it sounds good to have so many items and options. i will explain the issues.
1> the workplace menu has to be item specific and can become very long. say you want to have mixed veggys as an output.the input has to a+b+c or d+r+f. the game will not go look in the barns and figure out what you have available and take 3 veggys and mix them. you must tell it what veggys to mix.so a line for carrot+bean+potato,a line for cucumber+peppers+onion,etc.every combination means another line in the drop down menu for each workplace. then while playing if you run low on 1 item,you will have to locate the workplace and change it.
2> the inventory menu becomes longer and longer.we can not have an inventory that is food only,and an inventory for each of the game flags-construction,mineral,crafted,misc,etc. so they are all mixed into 1 inventory.it takes over 4+ townhalls to get 1 full inventory on the screen now.the more we add the longer this lst becomes.
the debate and discussions pertaining to those points has even caused arguements on various sites. there are players on both sides of the issues. modders have a tough time trying to find a balance for all players.
there are several food options already though.the breakfast mod by KID at WOB has grains and coffee with several options.the bakery plus mod gives donuts and pies,etc. for meat there is butchers,smoke houses,a salt house. there is jams,pickles,canning,ciders,ales,whiskey,etc. would you like some cornbread or aot sugar cookies? sausages? smoked fish? trout?pheasnt,wild boar?cranberry,kiwi fruit? how bout fruit juices?? reindeer? bear steaks? there are many many options.
http://worldofbanished.com/index.php

I tested Blast Furnace again in this version (Yes I love the thing, it's my go to 10 man iron ore refinery), and I am finally able to build it and working perfectly. However, I can't set it idle, as once I set it idle, I can't turn it back on again to work.

Yes, just about everything in the Themed Sets toolbar us missing from the regular toolbar. Asking for things to be in the Themed as well as the regular toolbars is a valid request, but it's a major undertaking. I might do it in future updates but I don't consider them as missing presently.

Kid's Vegetable Garden Hard does not start with Vegetable seeds. (I didn't test easy, but medium had the seeds).
Also, if the greenhouses are going to be separated out under food, well duplicated... the category is missing Kid's Tomato greenhouse from the Tequila add on, the Coffee greenhouse from the Bed and Breakfast, the Spice and Grape house from the Christmas mod and Red Ketchup's seedling greenhouse as well as his new multi choice greenhouses (brick and stone). I live for the greenhouses....

Just tried to put the NMT Canal Radeon version above MM and within a saved game (enabled in game also RK's mod).
This works (no crash so far)......
There are then 2 versions of NMT Canal visible however within RK's menu
RK: thx. for the reply and I'll await your fix as well.

another idea. would it be possible to put a "closing" button on schools to stop student intake without closing the school & losing the students already learning there?
im assuming that its not possible to move students from 1 school to another.

i'm not going to mention the few 'obvious' mods i'd like to see because i'm assuming that if they could be done then someone would have done them by now
however, i do have an idea or 2 that might be implementable.
would it be possible to have a population list? a list of your population "name/age/job/dob or creation in the case of nomads" maybe just attach new peeps to the bottom? i think it would be very useful for tracking population spread, eg that you have about 30 youngsters about to start school & need a new school or 2 to accommodate them all.
my next few ideas. i think should be very 'easy' to do.
i think we need more processable foods, so how about..
a food processing plant to produce baked beans, processed peas......
a cereal factory that uses wheat, rye, corn...... to produce cereal bars, breakfast cereals etc.
just an idea or 2
totally addicted to the game & loving it. keep up the great work
saf

Thx. for all the hard work!
I noticed when building NMT canal's that the water reflection is wrong (red water). I know that RK made 2 versions for NMT canals; Nvidia and Radeon.
I think the Nvidia version has been build in.
Can I add the Radeon mod version also and put before MM you think? Or is that is crash for sure..

Are you using a current version of 7-Zip (or whatever program you use to extract the file)? I understand there was a change made by WinRAR in their file format that requires an update by these other programs. Let me know if that isn't it.

Post here for bugs / feedback for MM8 RC1.
Here's a short list of the known bugs. If it's listed here, you don' need to post about it. New entries will be placed at the top of the list.
-----
Issue: Water in NMT Canals may not look right on some PCs. (possibly red)
Status: Being researched
-----
Issue: Snowman in Kid's Christmas Mod is very dark.
Status: Fixed
-----
Issue: Lean-to texture in CC's New England Colonial Set have voids.
Status: Fixed
-----
Issue: Clicking on the Theme Sets -> Tiny Row House toolbar button causes a crash.
Status: Fixed
-----
Issue: Most of the CC storage barns don't exist in the regular storage toolbar, but are instead doubled in the CC Storage portion of the community toolbar.
Status: Fixed
-----

View File
MegaMod 8 RC1
Here is the newest update, MegaMod 8. Hopefully, most of the bugs have been worked out in the beta versions.
The biggest change in this version is a major revamping of the toolbar. Many people have expressed a dislike for the Community Toolbar and not having all the like buildings together. But many people like the format of the Community Toolbar and being able to find different mods by the same modder. So I figured, why not both? So the Community Toolbar is there, with the mods sorted by modder. And then there's the regular main toolbar, with the exact same mods from the Community Toolbar but resorted by type instead of modder.
Bear in mind, that there are some mods that haven't been completely sorted by type, because they come in a combined theme mod. For example, if you are looking for the Tailor or Blacksmith from Kid's Mission set, they are in the Mission toolbar in the Themed Set toolbar, and not separated out with the other Tailors or Blacksmiths. Feel free to leave toolbar feedback. I do read all the comments even if I don't respond to them. The toolbar is a major beast and will always be evolving.
The download is a single 1.28 GB .RAR file, but you need to extract the .PKM files into your games WinData folder (make sure the extractor program you use is a current version).
There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing.
MegaMod1.pkm (1.63 GB)
MegaMod2.pkm (1.67 GB)
MegaMod3.pkm (991 MB)
(These file names subject to future changes)
Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything.
I can't guarantee that saves made with this version will be compatible with future updates.
Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM.
I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this beta in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion.
A list of mods that are included in MM8 can be found HERE
This set of mods includes everything you need. You are free to remove or disable any standalone version of the mod that is included in MM. You are free to remove or disable the pair of mods of MM7.
Non-comprehensive changelog:
Updated and added various new mods that came out since Beta 2
Some buildings required double sets of logs fixed.
Forester build states.
Jam House click crashing
Tequila Distillery click crashing.
Fantasy Castle click crashing.
Various Town Hall click crashing.
Library click crashing.
Little Chapel click crashing.
Blast Furnace click crashing.
Various Town Hall minimize buttons.
Probably other things that I don't remember, but I didn't write down because I'm terrible at documentation.
Submitter
Kralyerg
Submitted
02/19/2018
Category
MegaMod

Here is the newest update, MegaMod 8. Hopefully, most of the bugs have been worked out in the beta versions.
The biggest change in this version is a major revamping of the toolbar. Many people have expressed a dislike for the Community Toolbar and not having all the like buildings together. But many people like the format of the Community Toolbar and being able to find different mods by the same modder. So I figured, why not both? So the Community Toolbar is there, with the mods sorted by modder. And then there's the regular main toolbar, with the exact same mods from the Community Toolbar but resorted by type instead of modder.
Bear in mind, that there are some mods that haven't been completely sorted by type, because they come in a combined theme mod. For example, if you are looking for the Tailor or Blacksmith from Kid's Mission set, they are in the Mission toolbar in the Themed Set toolbar, and not separated out with the other Tailors or Blacksmiths. Feel free to leave toolbar feedback. I do read all the comments even if I don't respond to them. The toolbar is a major beast and will always be evolving.
The download is a single 1.28 GB .RAR file, but you need to extract the .PKM files into your games WinData folder.
There are 3 (three) pkm files that you need. If you don't have all 3, many things will be missing.
MegaMod1.pkm (1.63 GB)
MegaMod2.pkm (1.67 GB)
MegaMod3.pkm (991 MB)
(These file names subject to future changes)
Remember, the maximum file size of a single PKM file is 2 GB, so splitting it in 3 parts is the only way to get everything.
I can't guarantee that saves made with this version will be compatible with future updates.
Feel free to post bug reports. Depending on the volume, I may not respond to every single post, but I will read them all. If you do post a bug report, please make a note of any other mods that you are using, with special care paid to the ones that you load above MM.
I have attempted to include every mod that I can. I'm still waiting on a few modders to get back to me, but I wanted to post this beta in the meantime. So just because your favorite mod isn't included doesn't mean that it won't be in the future. That being said, this mod doesn't, and won't, include certain optional mods that change the way the game looks or behaves. Aging mods; Storage mods; Texture changing mods; Inedible food mods. Mods like this won't be included because those kinds of mods are best left up to individual player discretion.
A list of mods that are included in MM8 can be found HERE
This set of mods includes everything you need. You are free to remove or disable any standalone version of the mod that is included in MM. You are free to remove or disable the pair of mods of MM7.
Non-comprehensive changelog:
Updated and added various new mods that came out since Beta 2
Some buildings required double sets of logs fixed.
Forester build states.
Jam House click crashing
Tequila Distillery click crashing.
Fantasy Castle click crashing.
Various Town Hall click crashing.
Library click crashing.
Little Chapel click crashing.
Blast Furnace click crashing.
Various Town Hall minimize buttons.
Probably other things that I don't remember, but I didn't write down because I'm terrible at documentation.

One of the things you could do is not activate the Inedible mods for the foods that you are most likely to need at the beginning of a game such those collected by the Gatherer or Hunter and maybe your first crop or two. Then, after your town is more established, go back and activate those inedible mods. Kralyerg doesn't remember whether all of those foods will become inedible at once (but believes that's the case) or if they become inedible when harvested. Let us know how that works for you.

at WOB,RED has a butcher that will make roast duck. TOM has a smoke shed mod that will smoke fish or venison.the older NMT mod with compatability 1.07 does still work.there is old salty and old smokey.KID also has a workplace mod that has many small pieces to place next to houses. a butcher for deer,a grinding stand to process flourm,and bakery for bread. 1 thing with adding the NMT,those buildings are easier to build earlier in game.
i don't use inedible foods. you have found the problem with using it.not sure what food you are starting with or what all is inedible. you may find trading stone early with a value of 7 to help.you can use the apiary and have honey. KID and RED have some greenhouse options.these can help gain grain or fruit as well.look around http://worldofbanished.com/index.php
THERE ARE MANY MODS TO HELP.
are you getting too muc h duck and not enough venison and leather? i would recommend the no duck mod to fix that.you can try the pine mod. it will bring different foods that won't be affected by the inedible override. many many options.

I found what I think is the correct building under the Community tab > Other Modders > Food tab and built a New Food Gatherer (NFG). I noticed that the vanilla gatherer also was collecting rose hips and wasn't sure the area wasn't being depleted of those items so I placed the NFG somewhere else - in a pristine forest area where I'm sure there was plenty of wild oats and rose hips to gather. I also built a house next to it with a small barn to reduced the amount of travel time. S/he immediately began gathering rose hips and wild oats just as s/he's supposed to.
Since I can't duplicate the problem at all, I'm not sure what is wrong. Could be that you placed the NFG in an area where the rose hips and wild oats have already been picked up. Also, there are various starting conditions - I'm not sure all of them have been populated with those plants (I'll need to ask) - but you should be able to see them if you look closely. Also, when you assign a gatherer to the NFG, they could start work at another location that has gatherer's instead - so you may have to adjust max staffing at other locations.
Hope this helps.